struct PSInput
{
	float4 color : COLOR;
};

cbuffer myObject
{       
    float4x4 matWorld;
    float4   vObjectPosition;
    int      arrayIndex;
}

tbuffer tbAnimMatrices
{
    matrix g_mTexBoneWorld[3];
    float4   testfloat : register(c5);;
};

float bb;

Texture2D<float> aa : register( s0, space1 );
SamplerState s : register( ps, space2 );

float4 PSMain(PSInput input) : SV_TARGET
{
    float f = aa.Sample(s, float2(0, 0));
	return input.color+vObjectPosition+testfloat + f+bb;
}